View Full Version : Civ4 Multiplayer Hands On Preview


Chieftess
Oct 18, 2005, 05:42 PM
Here it is!
Enjoy! (http://www.civfanatics.com/civ4/preview/multiplayer.php)

Aks K
Oct 18, 2005, 05:44 PM
YEAH!!!

Aks K

civaddict098
Oct 18, 2005, 05:47 PM
ive been waiting for this! :)

Lord Shadow
Oct 18, 2005, 05:57 PM
NICE! Off to read it! :D

Lord_all_Mighty
Oct 18, 2005, 06:04 PM
Nice article and screenshots Chieftess. I wish I could say that I am excited about this portion of the game, but seeing as I don't play multiplayer.....

UnitQ
Oct 18, 2005, 06:05 PM
Perfict article.
Can't wait till the game comes out

Sub
Oct 18, 2005, 06:14 PM
Though I won't be playing it as much as I will single player, multiplayer is looking like it'll shape up to be a solid feature.

Steve2000
Oct 18, 2005, 06:15 PM
And it is exciting to know that these cool mp features will be available in single player tool.

vbraun
Oct 18, 2005, 06:16 PM
CT I call a game against you, after I figure out how to play. Maybe you won't lose in 15 minures, like last time. :lol:

Sub
Oct 18, 2005, 06:17 PM
Question... can you play the 4 scenarios included in the game in multiplayer?

weakciv
Oct 18, 2005, 06:20 PM
Cheiftess, I'm suprised. You gave away the fact that GBM was part of the elite "testing team".

/sarchasim off

Civrules
Oct 18, 2005, 06:21 PM
CT is great at MP... I always lose when playing against her. :p
The best I've done is taking a city. :D Oh, was it pride then! ;)

Weasel Op
Oct 18, 2005, 06:21 PM
:woohoo:
So is the whole regular/veteran/elite thing and HP replaced with the new promotions?

Thunderfall
Oct 18, 2005, 06:34 PM
I played MP with Chieftess once and her mongol hordes pillaged most of my tiles and resources. :D Although I managed to defeat her invasion force in the end, I lost one city and my city populations went down alot from pop rushing catapults. Those catapults are really important.

Weasel: yeah, there is no such thing as reg/vet/elite levels. Only promotions.

phungus420
Oct 18, 2005, 06:36 PM
Will we be able to host 18 player epic games, and leave, but keep the game runnign with an AI in charge of our civilization, so we can come back after eating, drinking, smoking, etc. and not ruining the game for the other 17 players?

Lord_all_Mighty
Oct 18, 2005, 06:39 PM
Cheiftess, I'm suprised. You gave away the fact that GBM was part of the elite "testing team".

/sarchasim off

Who is GBM?

QiZhe
Oct 18, 2005, 06:48 PM
MP looks very sweet. Been looking forward to this one. Team sounds very interesting. Nice preview Chieftess.

jhowz
Oct 18, 2005, 06:57 PM
Nice info

OMG can't wait to get the game
:)

Sub
Oct 18, 2005, 07:06 PM
Will that be the last preview from this site?

Civrules
Oct 18, 2005, 07:10 PM
Will that be the last preview from this site?

I hope not!!
;)

I'm writing up another one. Due out before the Game's release.

JBearIt
Oct 18, 2005, 07:11 PM
In the article, there was something about catapults reducing the cities defenses by 15%. What exactly does this entail? Are there certain hit points (associated with walls, barracks, etc.) that must be reduced before unit damage occurs or does "reducing defenses" mean reducing the health of defending units or something else entirely?

Thanks

Phoenix_56721
Oct 18, 2005, 07:14 PM
Great preview Chieftess, I noticed that you said it ran great online! This is great news, have any of the testers tried playing online with a 56k modem? This is the only type of connection available to me, and I was really hopping it wasn't going to be real laggy online.

Birdjaguar
Oct 18, 2005, 07:25 PM
I hope not!!
;)

I'm writing up another one. Due out before the Game's release.
Civrules: Do players have any intelligence about AI research paths and progress?

Aussie_Lurker
Oct 18, 2005, 07:28 PM
@JBearIt. Have you seen those screenshots of cities which show a sort of 'Marble Pillar', with a +X% next to it? Well, this is the defense bonus which the units in that city currently enjoy (from culture, city improvements-and possibly over time as well, though I can't say that for certain). It is this defense bonus which siege weapons reduce-effectively 'softening up' the enemy prior to the attack.

One thing I am curious about though (a question for Thunderfall, Chieftess or Civrules), is how do siege weapons like catapults behave if they are part of a stack being attacked? Do they work like in Civ3, where they get a 'defensive bombard' attack prior to the main battle. What about if you send in an entire STACK against an opponent-with catapults in it-do they ever attack other units prior to the main battle? It just worries me how siege weapons seem like they need to actually ATTACK units in order to dish out collateral damage-thus putting themselves at risk of being destroyed-rather than being stand off units which 'pound' the enemy just before the other units slug it out. Would any of the beta testers be able to clarify EXACTLY how siege weapons work in different situations? (BTW, I don't want to see siege weapons work exactly like they did in Civ3, but I DID like their 'first strike' ability when their stack got attacked!)

Oh, and one last question. In the games you guys have played, have you ever been able to successfully blockade another nation with land or sea forces-thus depriving them of resources and/or cash from their trade routes?

Thanks in advance guys, this game looks like it is really gonna ROCK-in spite of one or two misgivings I might have!

Yours,
Aussie_Lurker.

Thunderfall
Oct 18, 2005, 07:29 PM
In the article, there was something about catapults reducing the cities defenses by 15%. What exactly does this entail? Are there certain hit points (associated with walls, barracks, etc.) that must be reduced before unit damage occurs or does "reducing defenses" mean reducing the health of defending units or something else entirely?
No, it doesn't reduce the health of units. What it does is reduce the defense bonus of the city.

For example: in this screenshot (http://www.civfanatics.com/gallery/showimage.php?i=732&original=1&c=2), both Paris and Orleans have 40% defense bonus. The bonus can come from walls, wonders, culture, etc. Some big cities can have +100% defense bonus. Using catapult to lower the defense bonus to 0 will make it much easier to take the city and it will reduce your casualty. That's why it's always a good idea to bring some catapults along when attacking cities, even though they are slow moving.

mossmonster
Oct 18, 2005, 07:32 PM
In the article, there was something about catapults reducing the cities defenses by 15%. What exactly does this entail? Are there certain hit points (associated with walls, barracks, etc.) that must be reduced before unit damage occurs or does "reducing defenses" mean reducing the health of defending units or something else entirely?


If it is unit health, don't recently fortified units gain 20% per turn for 5 turns while they fortify? Would it be best in that case to attack right away, or is it best to just pound away the defenses to nothing and then attack?

mossmonster
Oct 18, 2005, 07:35 PM
Sorry, I was too slow. Thanks for the answer.

LucasLucan
Oct 18, 2005, 07:43 PM
I have not a clue what I'm doing, but I'm learning... :confused:

JBearIt
Oct 18, 2005, 07:48 PM
No, it doesn't reduce the health of units. What it does is reduce the defense bonus of the city.

For example: in this screenshot (http://www.civfanatics.com/gallery/showimage.php?i=732&original=1&c=2), both Paris and Orleans have 40% defense bonus. The bonus can come from walls, wonders, culture, etc. Some big cities can have +100% defense bonus. Using catapult to lower the defense bonus to 0 will make it much easier to take the city and it will reduce your casualty. That's why it's always a good idea to bring some catapults along when attacking cities, even though they are slow moving.

So to use your Paris example, the first hit of the catapult will knock the defense down from 40% to 25% (a 15% reduction)? That leads to other questions: How quickly do the defense points from a stucture, culture, etc regenerate? If they are reduced to 0% do you have to rebuild? I guess that wouldn't make too much sense for culture-related defense points but a wall could be destroyed. Finally, do catapults start to inflict collateral damage to defending units in a city only after the defenses have been destroyed?

Thanks again.

Civrules
Oct 18, 2005, 07:49 PM
Civrules: Do players have any intelligence about AI research paths and progress?

I'll be covering that. :)

weakciv
Oct 18, 2005, 07:53 PM
Who is GBM?

Gingerbread Man

Thunderfall
Oct 18, 2005, 08:07 PM
So to use your Paris example, the first hit of the catapult will knock the defense down from 40% to 25% (a 15% reduction)? That leads to other questions: How quickly do the defense points from a stucture, culture, etc regenerate? If they are reduced to 0% do you have to rebuild? I guess that wouldn't make too much sense for culture-related defense points but a wall could be destroyed. Finally, do catapults start to inflict collateral damage to defending units in a city only after the defenses have been destroyed?

Thanks again.
The defense bonus of city does regenerate. I don't know the exact rate but it's not very fast. You don't need to rebuld when defense bonus is reduced to 0%.

It just worries me how siege weapons seem like they need to actually ATTACK units in order to dish out collateral damage-thus putting themselves at risk of being destroyed-rather than being stand off units which 'pound' the enemy just before the other units slug it out.
Aussie, you always have long questions. :p To answer one of your questions, yes, to inflict collateral damage, you do need to use your catapult to attack a target. This is ony fair since collateral damage is very powerful and causing collateral damage w/o any risk would make the catapult far too strong. In fact, it's a very good idea to attack catapults before they can cause collateral damages. Attacking with your catapult doesn't mean it will always die, since it has a chance of retreating. And after some fighting with your catapult, you can also select a Barrage promotion which would allow the catapult to cause more collateral damages.

Ex Mudder
Oct 18, 2005, 08:11 PM
Anyone know what the blue/white swirl is in the jungle to the lower right of

http://www.civfanatics.com/gallery/showimage.php?i=728&original=1&c=

is?

Birdjaguar
Oct 18, 2005, 08:13 PM
Civrules: Do players have any intelligence about AI research paths and progress?
I'll be covering that. :)
:hatsoff: I look forward to reading it.

Birdjaguar
Oct 18, 2005, 08:17 PM
Anyone know what the blue/white swirl is in the jungle to the lower right of

http://www.civfanatics.com/gallery/showimage.php?i=728&original=1&c= is?It's a pig.

Thunderfall
Oct 18, 2005, 08:28 PM
It's a pig.
It doesn't look like pig at all. :D

That's actually Rice. Kinda hard to see in this zoom level.

Weasel Op
Oct 18, 2005, 08:29 PM
Anyone know what the blue/white swirl is in the jungle to the lower right of

http://www.civfanatics.com/gallery/showimage.php?i=728&original=1&c=

is?
Whatever it is, it adds 1 food. My guess is alligators.

edit: nevermind, cross-post with TF

Birdjaguar
Oct 18, 2005, 08:32 PM
It doesn't look like pig at all. :D

That's actually Rice. Kinda hard to see in this zoom level.
Beady eyes, brown nose and a curly tail peeking out from behind spells pig. :p

Weasel Op
Oct 18, 2005, 08:35 PM
That's the food icons. :p

Birdjaguar
Oct 18, 2005, 08:46 PM
I have clipped the image and sharpened it in photo shop so those of you who are blind can the pig. Notice teh brown nose and two eyes. The curly tail is harder to see, but it is framed by the ears. I think I can sell this on ebay.

Ex Mudder
Oct 18, 2005, 08:50 PM
I have clipped the image and sharpened it in photo shop so those of you who are blind can the pig. Notice teh brown nose and two eyes. The curly tail is harder to see, but it is framed by the ears. I think I can sell this on ebay.

Looks more like a Koala Bear to me...

edit: What are the two promotion icons on the Explorer? And how in the world did an explorer get two promotions?

Birdjaguar
Oct 18, 2005, 08:54 PM
Looks more like a Koala Bear to me...
At least you were close. ;)

CT: Is there a "turnless" option for multiplayer? Kinda real time?

Chieftess
Oct 18, 2005, 08:54 PM
I have clipped the image and sharpened it in photo shop so those of you who are blind can the pig. Notice teh brown nose and two eyes. The curly tail is harder to see, but it is framed by the ears. I think I can sell this on ebay.

:lol: How are you getting a pig out of that? I'd love to see how you analyze my other pictures. :)

Lord_all_Mighty
Oct 18, 2005, 08:54 PM
edit: What are the two promotion icons on the Explorer? And how in the world did an explorer get two promotions?

Explorers are able to defend....

Thunderfall
Oct 18, 2005, 08:57 PM
You can also get free experience points from barracks and civics...

Ex Mudder
Oct 18, 2005, 08:59 PM
It's the face of the pig, like the man in the moon. Or the Easter bunny.

How did Timbuktu get two hammers? I thot city centers only produce 1 hammer?

Alistic
Oct 18, 2005, 09:01 PM
What a fantastic article. 18 player games WOW!

Birdjaguar
Oct 18, 2005, 09:02 PM
:lol: How are you getting a pig out of that? I'd love to see how you analyze my other pictures. :)The pig is looking right at you. His eyes are at 10 and 1 from the brown nose. His mouth is hidden by the nose. His oval head has two ears o top and a tail between them. It is so obvious to me. Maybe it's my wayward youth. ;)

Aussie_Lurker
Oct 18, 2005, 09:16 PM
@Thunderfall. The thing with collateral damage is why I think that ALL siege weapons-in a stack-should get 1 shot at the beginning (doing their collateral damage, if successful), then immediately wait out the rest of the fight UNLESS specifically targetted by the enemy OR deliberately sent in to fight.
So, does this mean then that siege weapons in a stack provide NO defensive fire-whatsoever-if that stack comes under attack?
Thanks again :)!
Oh, btw, can none of the beta-testers tell me if it is possible to block trade routes (by land or sea), and how easy it is to do so? This is something I REALLY wanna find out about-as it will potentially be another key to the greater importance of naval units and combat, IMO!

Yours,
Aussie_Lurker.

Weasel Op
Oct 18, 2005, 09:18 PM
I think I can sell this on ebay.
:rotfl:
I still don't see it, but I can't see the man in the moon either.

Gingerbread Man
Oct 18, 2005, 09:23 PM
no comment :mischief:

I still maintain that I know nothing... you just don't have to believe be anymore :cool:.

Nekkerbee
Oct 18, 2005, 09:25 PM
Aussie, you always have long questions. :p To answer one of your questions, yes, to inflict collateral damage, you do need to use your catapult to attack a target. This is ony fair since collateral damage is very powerful and causing collateral damage w/o any risk would make the catapult far too strong. In fact, it's a very good idea to attack catapults before they can cause collateral damages. Attacking with your catapult doesn't mean it will always die, since it has a chance of retreating. And after some fighting with your catapult, you can also select a Barrage promotion which would allow the catapult to cause more collateral damages.

Siege question: say I have a city with pikemen, swordsmen & catapults, and I'm attacked by a similar stack of pikemen, swordsmen & catapults. The attacker's catapults attack the city - (1) do the enemy catapults have a choice of what they damage - defenses or units? Or does it have to knock down defenses before it can bombard units? (2) If they bombard units, who defends, the best-defending unit? (3) Chosen automatically by computer?

I use my city catapults to bombard the enemy horde. (4) I can do collateral damage to their catapults as well as regular units? (5) They get to defend with best defending unit? (6) If they are fortified (dug in for a few rounds), can I bombard their defenses?

Thanks for everybody's previews and information!

rajnel
Oct 18, 2005, 10:30 PM
Neat preview, just waiting for D-Day now.
Question : Do we get a final winners screen , with the other players looking punched up in the multi player ??

diet_punk_rock
Oct 18, 2005, 11:26 PM
very nice good job

robcheng
Oct 18, 2005, 11:34 PM
Here it is!
Enjoy! (http://www.civfanatics.com/civ4/preview/multiplayer.php)

Nice CT, but you forgot to mention two of the most important changes!!! (hint: 6)

CanuckSoldier
Oct 18, 2005, 11:48 PM
Nice CT, but you forgot to mention two of the most important changes!!! (hint: 6)

What? That you can successfully play over hotel wireless networks Rob? :p

CS

ComradeDavo
Oct 19, 2005, 12:41 AM
Nice job Cheiftess:goodjob:

One question - is it possiable to save multiplayer games, and continue them with same oppenants 2 days later, for example?

superbug
Oct 19, 2005, 01:01 AM
Nice preview.Would it be possible for you to go into a little detail about the various different ways to play a MP game. i.e Similtaneous turns. How do they work out? Is it still too much for a real time mess or have they fixed it somehow? If you wait for your next turn how long does it usually take for everyone else to finish their turns in, say a 6 player game on normal speed?

Thanks.

oldStatesman
Oct 19, 2005, 01:03 AM
Sorry if this has been discussed but it is new to me...

Now, having huge stacks means your economy will take a hit, especially since units not inside your borders have higher support cost in Civ4. (My Bold)

I like this! It simulates having to maintain a supply line in enemy territory without a complicated logistics system. :goodjob:

I assume it will apply to SP games as well...I think this will also help offset the risk of having open borders and having the aI camp out a large stack in your territory.

joethreeblah
Oct 19, 2005, 01:07 AM
Nice CT, but you forgot to mention two of the most important changes!!! (hint: 6)
what?!?!?!?!

6 days left :eek:

Aussie_Lurker
Oct 19, 2005, 01:33 AM
Now, having huge stacks means your economy will take a hit, especially since units not inside your borders have higher support cost in Civ4.

(My Bold)

I like this! It simulates having to maintain a supply line in enemy territory without a complicated logistics system.

You know, I noticed the EXACT same thing, but just never got around to saying anything about it. You're right, of course, it does get us one step closer to a supply system. Now, if only allied cities, and your forts counted as 'your territory'-even outside your territory-then this would be pretty much perfect!!!

Yours,
Aussie_Lurker.

Raggamuffin
Oct 19, 2005, 01:59 AM
Sorry if this has been discussed but it is new to me...

(My Bold)

I like this! It simulates having to maintain a supply line in enemy territory without a complicated logistics system. :goodjob:

I assume it will apply to SP games as well...I think this will also help offset the risk of having open borders and having the aI camp out a large stack in your territory.

Add me to the I like it crowd!

Thanks for the preview, it actually made me think of trying the MP out when I get my hands on the game. Looks like a lot of fun!

sk065
Oct 19, 2005, 02:07 AM
Great article, but i have one question...

It was said that you chose a specific MAP for the MP game. Is it still possible to choose random maps in MP? PLease say yes!

GarretSidzaka
Oct 19, 2005, 02:24 AM
Very, Very Nice!

i have it preordered and i cant freakin wait! I will ACTUALLY play multiplayer civ for once in my life. So long sleep!:crazyeye:

Strejf
Oct 19, 2005, 02:37 AM
What I want to know is how robust the game seems to be. You mention the out of sync error, I hope they fixed all those before the final build. We all know Civ3 multiplayer is almost unplayable because of the crashes. Have you seen anything else that seems strange or unfinished?

The fact that Multiplayer has been in from the start is a great sign that things will be better this time, I trust Firaxis and really look forward to this amazing game.

apatheist
Oct 19, 2005, 02:37 AM
Now, having huge stacks means your economy will take a hit, especially since units not inside your borders have higher support cost in Civ4.

I like how she just snuck that in there, innocent as could be...


It simulates having to maintain a supply line in enemy territory without a complicated logistics system.

I hope it's as good in practice. It doesn't seem like it would incorporate distance as a factor in these increased costs, but appears to be a binary thing instead. I guess there's a sort of indirect cost to making your unit range far afield in that it would take longer for it to return home and reduce the cost, but whether that's as good or better....

What I want to know is how robust the game seems to be. You mention the out of sync error, I hope they fixed all those before the final build.

That's not necessarily a bug. That is to say, it's not something they can necessarily fix or work around. They can certainly reduce the frequency and recover better when those problems do occur, but the Internet just isn't a reliable medium. Plus it's not nececessarily the Internet; maybe someone's on dial-up and their kid brother picked up a phone, or they had a power failure, or....

Sepeteus
Oct 19, 2005, 03:12 AM
Macemen sounds more than interesting :)

Dicanio3
Oct 19, 2005, 03:24 AM
Great preview! I've never played multiplayer before but can't wait to try in CivIV.

Just one, probably naive, question, how do you find other players to join a multiplayer game?

J.B.Tito
Oct 19, 2005, 03:39 AM
:crazyeye: UMBE-deleted-LEAVABLE!!!!! The multiplayer system sounds legendary!
But hopefully we are allowed to play more than one MP scenario game at the same time. Are we?

Watch the language.

Aks K
Oct 19, 2005, 04:34 AM
@Thunderfall: As Ex Mudder also asked: Why does Timbuktu get 2 hammers in its center? Is it due to civics choise?

I am a little worried to see the SOD again. But I am guessing that it is because you opponent is playing poorly and not building catapults.

Aks K

Aussie_Lurker
Oct 19, 2005, 04:36 AM
Well Aks K, if it makes you feel anybetter, the guy is probably going slowly bankrupt trying to support that vast army beyond his own borders ;)!

Yours,
Aussie_Lurker.

Chieftess
Oct 19, 2005, 04:54 AM
Nice CT, but you forgot to mention two of the most important changes!!! (hint: 6)

I like leaving a few surprises. :D

Mikeytikey
Oct 19, 2005, 05:05 AM
Awesome article Chieftess, nice pictures, nice descriptions without giving too much away! Got me even more excited! :goodjob: (If thats even possible). I've never played an online multiplayer game but if anything convinces me will probably be this! Though I'll still enjoy my usual hotseat games with friends,

Ginger_Ale
Oct 19, 2005, 05:06 AM
Early warfare and some team play, interesting (http://forums.civfanatics.com/showpost.php?p=3165699&postcount=104)... ;)

God, it looks so attractive, can't wait to play!

shikaeshi
Oct 19, 2005, 05:32 AM
Nice writeup ! Thanks Chieftess.

sk065
Oct 19, 2005, 05:50 AM
As i understand it, you take a hit for having your troops outwith your borders. Does that mean you will still lose money if your units are in an ally's teritory?

Harrier
Oct 19, 2005, 05:56 AM
@Thunderfall. The thing with collateral damage is why I think that ALL siege weapons-in a stack-should get 1 shot at the beginning (doing their collateral damage, if successful), then immediately wait out the rest of the fight UNLESS specifically targetted by the enemy OR deliberately sent in to fight.
So, does this mean then that siege weapons in a stack provide NO defensive fire-whatsoever-if that stack comes under attack?


Siege weapons main objective is to lower the city defenses. So we can assume they are aimed at the city. An attackiing unit would probably be under the trajectory path of the rocks or what ever missiles they used. The defenders would probably not be able to move, aim and fire at the attackers in time - as they were cumbersome weapons.

Now light artillery in the later eras is a different matter. :)


I like this! It simulates having to maintain a supply line in enemy territory without a complicated logistics system. :goodjob:

I assume it will apply to SP games as well...I think this will also help offset the risk of having open borders and having the aI camp out a large stack in your territory.


I like it also. All these little snippets of info just make the game better and better.


If you have open borders with a civ I would assume you pay the normal cost as you can freely move through it's territory. Only paying the increased cost when at war and in the enemies territory.

As for the AI camping in your lands - it is no risk. If they declare war the units are moved to the nearest tile in their borders - I believe.

Aussie_Lurker
Oct 19, 2005, 06:33 AM
Hiya Chieftess. Not sure if you can-or will-answer this question, but I can't help but notice from the screenies that your culture setting is always 0%. So I am just curious as to how important this centrally-funded culture is when compared to the culture generated from buildings? I guess this leads to the broader question of 'just how DOES culture work in the game this time around?'

Yours,
Aussie_Lurker.

CanuckSoldier
Oct 19, 2005, 06:39 AM
Nice job Cheiftess:goodjob:

One question - is it possiable to save multiplayer games, and continue them with same oppenants 2 days later, for example?

Yes,you can, this would be a major gameplay problem if you couldn't save and continue later.

CS

IglooDude
Oct 19, 2005, 06:51 AM
Thanks, Chieftess!! :goodjob:

Now I'll see about inciting an OT Civ4 multiplayer game... :mischief:

ComradeDavo
Oct 19, 2005, 07:13 AM
Yes,you can, this would be a major gameplay problem if you couldn't save and continue later.

CS
Just wondering, cuz I didn't think you could with Civ3 (for direct multiplayer games)

Colonel Kraken
Oct 19, 2005, 07:13 AM
Thanks for the article, Chieftess.

I do have a couple of questions for you.

My wife and I like to play hotseat. Will we be able to play cooperative mode in hotseat play? Also, in Civ3, only player 1 was able to see what happened during the AI's turns to his/her own cities and units. In Civ4, do both players get to see what took place on their turn?


Also, you mentioned maintenance costs for units. One thing that always bothered those of us in the modding community was the inablility to assign varying maintenance costs for different types of units. Does Civ4 have different maintenance costs for different units, or does it follow the Civ3 model and have everything cost 1 gold point from Warrior all the way to Modern Armor? :crazyeye:

Thanks!

ComradeDavo
Oct 19, 2005, 07:15 AM
Now I'll see about inciting an OT Civ4 multiplayer game... :mischief:
Excellent:goodjob:

Methos
Oct 19, 2005, 07:39 AM
I noticed Sullla in the MP game. Isn't he primarily a SG player? Can't remember where I've seen him before. This site has so many members, both new and old.:D

Sullla
Oct 19, 2005, 07:42 AM
That could be any Sullla! :D

But that person in question certainly does seem to be leading in score by a pretty large margin... :lol:

(No comment for another six days. ;))

Jamesds
Oct 19, 2005, 07:56 AM
Can someone reassure me (or be honest) with regards as to Civ 4 operating on Windows ME?? :confused:

kryszcztov
Oct 19, 2005, 08:35 AM
That could be any Sullla! :D

But that person in question certainly does seem to be leading in score by a pretty large margin... :lol:

(No comment for another six days. ;))
I'll do like Michael Moore, and take that for a YES. ;) Otherwise you would just try to play the smart guy, and I wouldn't see the point. :lol:

ipris
Oct 19, 2005, 08:55 AM
i'm wondering how best to protect those catapults given that unit stacking is becoming a dangerous thing.

Slax
Oct 19, 2005, 09:21 AM
Nice CT, but you forgot to mention two of the most important changes!!! (hint: 6)

Hmmm. MP surprise change with a hint of "6"?

I am going to guess that you can re-watch up to 6 of the previous turns of the game!

(very important for PBEM (play by email))

kittenOFchaos
Oct 19, 2005, 09:45 AM
Chieftess, you mentioned lag (lack of - comparatively I assume), you still using that 56k modem of hell?

Hint: 6?

Hmm, 'The Prisoner' Easter Egg :D

Unregister
Oct 19, 2005, 11:09 AM
I'm so happy all more then 8 civs will be able to play in MP...I hate in Civ3 where you'd play a large map with hardly any civs because of the restrictions of Civ3....anyway, time to dissapear for another year :)

good article btw

KingSponge
Oct 19, 2005, 12:58 PM
Nice impressions, thanks! Did you try PBEM? :) Please tell me Civ4 has PBEM management features like player email address tracking and emailing capability... please?

robcheng
Oct 19, 2005, 01:09 PM
What? That you can successfully play over hotel wireless networks Rob? :p

CS

Actually, I'm still not sure that's true...will have to go check when I get the release version. :lol:

robcheng
Oct 19, 2005, 01:13 PM
Yes,you can, this would be a major gameplay problem if you couldn't save and continue later.

CS

Unless one of your opponents is CS, and he's ducking you because he's afraid of losing... :p

Shigga
Oct 19, 2005, 01:36 PM
:woohoo: YESSSSSSS!!!! :woohoo: Thank you chieftess! :) :) I think I just wet my..erm...never mind. :blush: Sounds like the MP could be finally living up to my expectations... I mean a STABLE 18 Player game?? :woohoo:

Plus Civ going gold... and here I thought I would get nothing out of this so far stressful and annoying day... now I'm as happy as a kitten in a milkcup :D

Bring it on! :D

Chieftess
Oct 19, 2005, 03:26 PM
Thanks, Chieftess!! :goodjob:

Now I'll see about inciting an OT Civ4 multiplayer game... :mischief:

You might have to mod in more civs for that...

Chieftess, you mentioned lag (lack of - comparatively I assume), you still using that 56k modem of hell?

Hint: 6?

Hmm, 'The Prisoner' Easter Egg :D

Nope, I'm using a Cable Modem now (Comcast Cable). The one "6 clue" is very subtle, but noticable if you try it in a MP game next week...

kittenOFchaos
Oct 19, 2005, 03:41 PM
Nope, I'm using a Cable Modem now (Comcast Cable).

And that lag just disappeared as if by magic :D

CanuckSoldier
Oct 19, 2005, 05:51 PM
Unless one of your opponents is CS, and he's ducking you because he's afraid of losing... :p

Did I mention that the Civ4players Ladder is holding a CIV tournament on the 28-30 weekend? And there will be a testers division? YOU are cordially invited to attend.....BOY!! :mischief:

CS

Louis XXIV
Oct 19, 2005, 06:43 PM
That could be any Sullla! :D

But that person in question certainly does seem to be leading in score by a pretty large margin... :lol:

(No comment for another six days. ;))

Interesting.

The plot thickens ;)

If you are a tester, I'm glad to here that, since I know you give very good insight into the game.

humean
Oct 19, 2005, 08:11 PM
I read that to improve the flow of multiplayer, everyone takes their turn in parallel, that is, simultaneously. When a player runs out of moves he waits until all other players have finished for the turn to end.

Does this not remove some of the turn-based aspect and require speed/reflexes, like an RTS? I mean if my unit is next to your unit and I want to attack you and you want to run away, then if I move first I get to attack whereas if you happen to click over to that unit and move it first then I don't get to attack. Multiply that times 10 units on each side in different tactical positions relative to each other and now you have to quickly prioritize which units to move first? Sounds like a very different game from single player...

Unless I'm confused, which is likely. I'm having a hard time envisioning how this works out otherwise. And how does the trade screen interact with the flow of the round in the multiplayer screen?

Thanks for the great review!
humean

CanuckSoldier
Oct 19, 2005, 08:21 PM
Simutaneous Turns have been around for quite awhile now in C3C. It may not be a perfect system and it is slightly RTS like, but the benifits are huge. I played Civ2MGE before it was patched to include Simu turns and waiting for every player to take there turn sucks. Plus you have no chance to defend or reinforce your cities or move units under attack. Simu moves it alot different than playing hard turns, but there still are turns, you still have to wait til the end of the turn to move again so it's not even close to a RTS game, "clickfest" but is the least of the evils in the MP world.

CS

playshogi
Oct 19, 2005, 09:18 PM
I appreciate simultaneous turns but 1) Isn't there is an overall time limit for the turn? and 2) How do you attack units one by one without stacked combat. How do you even know your intended target is still in the square you want to attack?

robcheng
Oct 19, 2005, 10:18 PM
I appreciate simultaneous turns but 1) Isn't there is an overall time limit for the turn?

If you play with a turn timer, then yes.

2) How do you attack units one by one without stacked combat.

Same as you would in single player. But if you have a turn time limit, you better have a fast mouse hand or you'll never get through a large army of units without using stack attack.

How do you even know your intended target is still in the square you want to attack?

You don't. Welcome to si-mode. ;)

Lord Chambers
Oct 19, 2005, 10:45 PM
/me wets his pants.

robcheng
Oct 20, 2005, 09:32 AM
Did I mention that the Civ4players Ladder is holding a CIV tournament on the 28-30 weekend? And there will be a testers division? YOU are cordially invited to attend

I'm in. :cool:

Duwes
Oct 20, 2005, 12:41 PM
Hi guys (and girls??),

My first post, personal and not too euforic. I love the Civ. series and played all of them, don't get me wrong! But I have been disapointed by a lot of games lately ( Black & White 2, AoE3, Earth 2160, Rome Total War the invasion thing) they look brilliant have all you wish in a good RTS game but they get boring very quickly! Maybe I'am spoiled by all this gaming and expecting things that can't be made.

I have all my hopes set on Civ.4, and hope It will be just as addictive as they used to be (even took a week off work ). And not being turned into some easy money making clone that and doesn't have any new challenges and ideas. I've been reading a lot about this game and a bit worried. Its all 3D and all but I don't care about that I need some seriously good gameplay. Can some of you guys change my thoughts!!!

Anyway thanks for all your info. on this site.

phungus420
Oct 20, 2005, 02:51 PM
I still havn't gotten an answer to my question.

Will we be able to host a long style epic game, and continue to host even after we are beaten, take a crap, go to the bar, etc.? I would like to know if I can be a slacker host, and not ruin the game for other people, so that the other players can keep playing despite my laziness. If so will I be able to return as the same civ in such a game if I leave for a while?

Also will other players be able to leave the game, have AI take over, and then come back at a later time?

CanuckSoldier
Oct 20, 2005, 06:19 PM
CIV is a peer to peer game just like it's predesessors, if you die the game will easily continue with out you just as C3C did, no change there.

CS

CanuckSoldier
Oct 20, 2005, 06:20 PM
Hi guys (and girls??),

My first post, personal and not too euforic. I love the Civ. series and played all of them, don't get me wrong! But I have been disapointed by a lot of games lately ( Black & White 2, AoE3, Earth 2160, Rome Total War the invasion thing) they look brilliant have all you wish in a good RTS game but they get boring very quickly! Maybe I'am spoiled by all this gaming and expecting things that can't be made.

I have all my hopes set on Civ.4, and hope It will be just as addictive as they used to be (even took a week off work ). And not being turned into some easy money making clone that and doesn't have any new challenges and ideas. I've been reading a lot about this game and a bit worried. Its all 3D and all but I don't care about that I need some seriously good gameplay. Can some of you guys change my thoughts!!!

Anyway thanks for all your info. on this site.

You will not be disappointed.

CS

phungus420
Oct 20, 2005, 07:02 PM
CIV is a peer to peer game just like it's predesessors, if you die the game will easily continue with out you just as C3C did, no change there.

CS

In this case, can players rejoin after they leave?

CanuckSoldier
Oct 20, 2005, 07:07 PM
In this case, can players rejoin after they leave?

Depends on the settings I can't really say more til release day.

CS

Canada as a Civ
Oct 21, 2005, 06:47 PM
Just one thing: will there be hotseat play? As that was my favorite part of CIV II-gold edition and i really would love to murder my father again.

alancsilver
Oct 21, 2005, 08:30 PM
Just one thing: will there be hotseat play? As that was my favorite part of CIV II-gold edition and i really would love to murder my father again.

I read that there is indeed hotseat play non these forums somewhere very recently!

belgy42
Oct 24, 2005, 02:02 PM
Ok, I just scanned through this thread and I have looked at others and I don't see any talk about naval warfare. I enjoy building up a huge navy to bomb the heck out of coastal cities while my ground troops waltz in to town. I have not seen any screen shots of modern ships. I have seen plenty of fishing vessels, a handfull of galleys and, recently, a frigate. Where are the battleships, cruisers and carriers?!?!

Chieftess
Oct 24, 2005, 03:22 PM
Why, in the modern era, of course! ;)

belgy42
Oct 24, 2005, 05:02 PM
Thanks, Chieftess.......grrrrrrr.....:)

Harrier
Oct 24, 2005, 08:22 PM
Thanks, Chieftess.......grrrrrrr.....:)

Chieftess is right. If we know every single detail about the game - why should we bother buying it. :)

I already think I know to much about it. The fun of buying a new game is finding out about the new features. In some respects these previews by experienced game players have wetted our appetittes for the game - but also spoilt it by giving to much information. :(

It is almost like a small child, two days before Christmas - being told by its parent's - what they have bought it for Christmas day. :eek:

But like everyone else - I am the same : give me, give me, give me. - civ4 info is such a powerfull drug. :sad: :goodjob: :eek: :confused:

Chieftess
Oct 24, 2005, 08:23 PM
Chieftess is right. If we know every single detail about the game - why should we bother buying it. :)

I already think I know to much about it. The fun of buying a new game is finding out about the new features. In some respects these previews by experienced game players have wetted our appetittes for the game - but also spoilt it by giving to much information. :(

It is almost like a small child, two days before Christmas - being told by its parent's - what they have bought it for Christmas day. :eek:

But like everyone else - I am the same : give me, give me, give me. - civ4 info is such a powewrfull drug. :sad: :goodjob: :eek: :confused:

Just 9 1/2 more hours... ;)

apatheist
Oct 24, 2005, 08:36 PM
Chieftess is right. If we know every single detail about the game - why should we bother buying it. :)

I already think I know to much about it. The fun of buying a new game is finding out about the new features. In some respects these previews by experienced game players have wetted our appetittes for the game - but also spoilt it by giving to much information. :(



So once you've played the game for a month, you're going to put it down and walk away? I think not...

Skybuck
Oct 24, 2005, 08:51 PM
Looks quite disappointing...

Still no "player experience" indication before starting the game.

If I like Civ4 multiplayer maybe I'll make a nice game service and login tool which automatically launches the game... like gamespy but this time with some "player experience" indication before you start the game. To seperate the boys from the men ;)

Bye,
Skybuck.

Knight-Dragon
Oct 25, 2005, 03:13 AM
Moved to the CIV MP forum.

Harrier
Oct 25, 2005, 05:56 AM
Just 9 1/2 more hours... ;)

Plus 0ne week. I am in Europe. :cry:


So once you've played the game for a month, you're going to put it down and walk away? I think not...

Of course not. :)

With all the civs to try-out and the scenarios - I'll give it two months. :mischief: :D